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Diffstat (limited to 'src/baseq2/m_gladiator.c')
-rw-r--r--src/baseq2/m_gladiator.c151
1 files changed, 70 insertions, 81 deletions
diff --git a/src/baseq2/m_gladiator.c b/src/baseq2/m_gladiator.c
index 967cbe9..b0e6df8 100644
--- a/src/baseq2/m_gladiator.c
+++ b/src/baseq2/m_gladiator.c
@@ -8,7 +8,7 @@ of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
@@ -41,28 +41,27 @@ static int sound_search;
static int sound_sight;
-void gladiator_idle (edict_t *self)
+void gladiator_idle(edict_t *self)
{
- gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
+ gi.sound(self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
}
-void gladiator_sight (edict_t *self, edict_t *other)
+void gladiator_sight(edict_t *self, edict_t *other)
{
- gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
+ gi.sound(self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
}
-void gladiator_search (edict_t *self)
+void gladiator_search(edict_t *self)
{
- gi.sound (self, CHAN_VOICE, sound_search, 1, ATTN_NORM, 0);
+ gi.sound(self, CHAN_VOICE, sound_search, 1, ATTN_NORM, 0);
}
-void gladiator_cleaver_swing (edict_t *self)
+void gladiator_cleaver_swing(edict_t *self)
{
- gi.sound (self, CHAN_WEAPON, sound_cleaver_swing, 1, ATTN_NORM, 0);
+ gi.sound(self, CHAN_WEAPON, sound_cleaver_swing, 1, ATTN_NORM, 0);
}
-mframe_t gladiator_frames_stand [] =
-{
+mframe_t gladiator_frames_stand [] = {
{ ai_stand, 0, NULL },
{ ai_stand, 0, NULL },
{ ai_stand, 0, NULL },
@@ -73,14 +72,13 @@ mframe_t gladiator_frames_stand [] =
};
mmove_t gladiator_move_stand = {FRAME_stand1, FRAME_stand7, gladiator_frames_stand, NULL};
-void gladiator_stand (edict_t *self)
+void gladiator_stand(edict_t *self)
{
self->monsterinfo.currentmove = &gladiator_move_stand;
}
-mframe_t gladiator_frames_walk [] =
-{
+mframe_t gladiator_frames_walk [] = {
{ ai_walk, 15, NULL },
{ ai_walk, 7, NULL },
{ ai_walk, 6, NULL },
@@ -100,14 +98,13 @@ mframe_t gladiator_frames_walk [] =
};
mmove_t gladiator_move_walk = {FRAME_walk1, FRAME_walk16, gladiator_frames_walk, NULL};
-void gladiator_walk (edict_t *self)
+void gladiator_walk(edict_t *self)
{
self->monsterinfo.currentmove = &gladiator_move_walk;
}
-mframe_t gladiator_frames_run [] =
-{
+mframe_t gladiator_frames_run [] = {
{ ai_run, 23, NULL },
{ ai_run, 14, NULL },
{ ai_run, 14, NULL },
@@ -117,7 +114,7 @@ mframe_t gladiator_frames_run [] =
};
mmove_t gladiator_move_run = {FRAME_run1, FRAME_run6, gladiator_frames_run, NULL};
-void gladiator_run (edict_t *self)
+void gladiator_run(edict_t *self)
{
if (self->monsterinfo.aiflags & AI_STAND_GROUND)
self->monsterinfo.currentmove = &gladiator_move_stand;
@@ -126,19 +123,18 @@ void gladiator_run (edict_t *self)
}
-void GaldiatorMelee (edict_t *self)
+void GaldiatorMelee(edict_t *self)
{
vec3_t aim;
- VectorSet (aim, MELEE_DISTANCE, self->mins[0], -4);
- if (fire_hit (self, aim, (20 + (rand() %5)), 300))
- gi.sound (self, CHAN_AUTO, sound_cleaver_hit, 1, ATTN_NORM, 0);
+ VectorSet(aim, MELEE_DISTANCE, self->mins[0], -4);
+ if (fire_hit(self, aim, (20 + (rand() % 5)), 300))
+ gi.sound(self, CHAN_AUTO, sound_cleaver_hit, 1, ATTN_NORM, 0);
else
- gi.sound (self, CHAN_AUTO, sound_cleaver_miss, 1, ATTN_NORM, 0);
+ gi.sound(self, CHAN_AUTO, sound_cleaver_miss, 1, ATTN_NORM, 0);
}
-mframe_t gladiator_frames_attack_melee [] =
-{
+mframe_t gladiator_frames_attack_melee [] = {
{ ai_charge, 0, NULL },
{ ai_charge, 0, NULL },
{ ai_charge, 0, NULL },
@@ -165,24 +161,23 @@ void gladiator_melee(edict_t *self)
}
-void GladiatorGun (edict_t *self)
+void GladiatorGun(edict_t *self)
{
vec3_t start;
vec3_t dir;
vec3_t forward, right;
- AngleVectors (self->s.angles, forward, right, NULL);
- G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_GLADIATOR_RAILGUN_1], forward, right, start);
+ AngleVectors(self->s.angles, forward, right, NULL);
+ G_ProjectSource(self->s.origin, monster_flash_offset[MZ2_GLADIATOR_RAILGUN_1], forward, right, start);
// calc direction to where we targted
- VectorSubtract (self->pos1, start, dir);
- VectorNormalize (dir);
+ VectorSubtract(self->pos1, start, dir);
+ VectorNormalize(dir);
- monster_fire_railgun (self, start, dir, 50, 100, MZ2_GLADIATOR_RAILGUN_1);
+ monster_fire_railgun(self, start, dir, 50, 100, MZ2_GLADIATOR_RAILGUN_1);
}
-mframe_t gladiator_frames_attack_gun [] =
-{
+mframe_t gladiator_frames_attack_gun [] = {
{ ai_charge, 0, NULL },
{ ai_charge, 0, NULL },
{ ai_charge, 0, NULL },
@@ -201,21 +196,20 @@ void gladiator_attack(edict_t *self)
vec3_t v;
// a small safe zone
- VectorSubtract (self->s.origin, self->enemy->s.origin, v);
+ VectorSubtract(self->s.origin, self->enemy->s.origin, v);
range = VectorLength(v);
if (range <= (MELEE_DISTANCE + 32))
return;
// charge up the railgun
- gi.sound (self, CHAN_WEAPON, sound_gun, 1, ATTN_NORM, 0);
- VectorCopy (self->enemy->s.origin, self->pos1); //save for aiming the shot
+ gi.sound(self, CHAN_WEAPON, sound_gun, 1, ATTN_NORM, 0);
+ VectorCopy(self->enemy->s.origin, self->pos1); //save for aiming the shot
self->pos1[2] += self->enemy->viewheight;
self->monsterinfo.currentmove = &gladiator_move_attack_gun;
}
-mframe_t gladiator_frames_pain [] =
-{
+mframe_t gladiator_frames_pain [] = {
{ ai_move, 0, NULL },
{ ai_move, 0, NULL },
{ ai_move, 0, NULL },
@@ -225,8 +219,7 @@ mframe_t gladiator_frames_pain [] =
};
mmove_t gladiator_move_pain = {FRAME_pain1, FRAME_pain6, gladiator_frames_pain, gladiator_run};
-mframe_t gladiator_frames_pain_air [] =
-{
+mframe_t gladiator_frames_pain_air [] = {
{ ai_move, 0, NULL },
{ ai_move, 0, NULL },
{ ai_move, 0, NULL },
@@ -237,14 +230,13 @@ mframe_t gladiator_frames_pain_air [] =
};
mmove_t gladiator_move_pain_air = {FRAME_painup1, FRAME_painup7, gladiator_frames_pain_air, gladiator_run};
-void gladiator_pain (edict_t *self, edict_t *other, float kick, int damage)
+void gladiator_pain(edict_t *self, edict_t *other, float kick, int damage)
{
if (self->health < (self->max_health / 2))
self->s.skinnum = 1;
- if (level.time < self->pain_debounce_time)
- {
+ if (level.time < self->pain_debounce_time) {
if ((self->velocity[2] > 100) && (self->monsterinfo.currentmove == &gladiator_move_pain))
self->monsterinfo.currentmove = &gladiator_move_pain_air;
return;
@@ -253,9 +245,9 @@ void gladiator_pain (edict_t *self, edict_t *other, float kick, int damage)
self->pain_debounce_time = level.time + 3;
if (random() < 0.5)
- gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
+ gi.sound(self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
else
- gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
+ gi.sound(self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
if (skill->value == 3)
return; // no pain anims in nightmare
@@ -264,22 +256,21 @@ void gladiator_pain (edict_t *self, edict_t *other, float kick, int damage)
self->monsterinfo.currentmove = &gladiator_move_pain_air;
else
self->monsterinfo.currentmove = &gladiator_move_pain;
-
+
}
-void gladiator_dead (edict_t *self)
+void gladiator_dead(edict_t *self)
{
- VectorSet (self->mins, -16, -16, -24);
- VectorSet (self->maxs, 16, 16, -8);
+ VectorSet(self->mins, -16, -16, -24);
+ VectorSet(self->maxs, 16, 16, -8);
self->movetype = MOVETYPE_TOSS;
self->svflags |= SVF_DEADMONSTER;
self->nextthink = 0;
- gi.linkentity (self);
+ gi.linkentity(self);
}
-mframe_t gladiator_frames_death [] =
-{
+mframe_t gladiator_frames_death [] = {
{ ai_move, 0, NULL },
{ ai_move, 0, NULL },
{ ai_move, 0, NULL },
@@ -305,19 +296,18 @@ mframe_t gladiator_frames_death [] =
};
mmove_t gladiator_move_death = {FRAME_death1, FRAME_death22, gladiator_frames_death, gladiator_dead};
-void gladiator_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
+void gladiator_die(edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
{
int n;
// check for gib
- if (self->health <= self->gib_health)
- {
- gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0);
- for (n= 0; n < 2; n++)
- ThrowGib (self, "models/objects/gibs/bone/tris.md2", damage, GIB_ORGANIC);
- for (n= 0; n < 4; n++)
- ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
- ThrowHead (self, "models/objects/gibs/head2/tris.md2", damage, GIB_ORGANIC);
+ if (self->health <= self->gib_health) {
+ gi.sound(self, CHAN_VOICE, gi.soundindex("misc/udeath.wav"), 1, ATTN_NORM, 0);
+ for (n = 0; n < 2; n++)
+ ThrowGib(self, "models/objects/gibs/bone/tris.md2", damage, GIB_ORGANIC);
+ for (n = 0; n < 4; n++)
+ ThrowGib(self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
+ ThrowHead(self, "models/objects/gibs/head2/tris.md2", damage, GIB_ORGANIC);
self->deadflag = DEAD_DEAD;
return;
}
@@ -326,7 +316,7 @@ void gladiator_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int da
return;
// regular death
- gi.sound (self, CHAN_VOICE, sound_die, 1, ATTN_NORM, 0);
+ gi.sound(self, CHAN_VOICE, sound_die, 1, ATTN_NORM, 0);
self->deadflag = DEAD_DEAD;
self->takedamage = DAMAGE_YES;
@@ -336,31 +326,30 @@ void gladiator_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int da
/*QUAKED monster_gladiator (1 .5 0) (-32 -32 -24) (32 32 64) Ambush Trigger_Spawn Sight
*/
-void SP_monster_gladiator (edict_t *self)
+void SP_monster_gladiator(edict_t *self)
{
- if (deathmatch->value)
- {
- G_FreeEdict (self);
+ if (deathmatch->value) {
+ G_FreeEdict(self);
return;
}
- sound_pain1 = gi.soundindex ("gladiator/pain.wav");
- sound_pain2 = gi.soundindex ("gladiator/gldpain2.wav");
- sound_die = gi.soundindex ("gladiator/glddeth2.wav");
- sound_gun = gi.soundindex ("gladiator/railgun.wav");
- sound_cleaver_swing = gi.soundindex ("gladiator/melee1.wav");
- sound_cleaver_hit = gi.soundindex ("gladiator/melee2.wav");
- sound_cleaver_miss = gi.soundindex ("gladiator/melee3.wav");
- sound_idle = gi.soundindex ("gladiator/gldidle1.wav");
- sound_search = gi.soundindex ("gladiator/gldsrch1.wav");
- sound_sight = gi.soundindex ("gladiator/sight.wav");
+ sound_pain1 = gi.soundindex("gladiator/pain.wav");
+ sound_pain2 = gi.soundindex("gladiator/gldpain2.wav");
+ sound_die = gi.soundindex("gladiator/glddeth2.wav");
+ sound_gun = gi.soundindex("gladiator/railgun.wav");
+ sound_cleaver_swing = gi.soundindex("gladiator/melee1.wav");
+ sound_cleaver_hit = gi.soundindex("gladiator/melee2.wav");
+ sound_cleaver_miss = gi.soundindex("gladiator/melee3.wav");
+ sound_idle = gi.soundindex("gladiator/gldidle1.wav");
+ sound_search = gi.soundindex("gladiator/gldsrch1.wav");
+ sound_sight = gi.soundindex("gladiator/sight.wav");
self->movetype = MOVETYPE_STEP;
self->solid = SOLID_BBOX;
- self->s.modelindex = gi.modelindex ("models/monsters/gladiatr/tris.md2");
- VectorSet (self->mins, -32, -32, -24);
- VectorSet (self->maxs, 32, 32, 64);
+ self->s.modelindex = gi.modelindex("models/monsters/gladiatr/tris.md2");
+ VectorSet(self->mins, -32, -32, -24);
+ VectorSet(self->maxs, 32, 32, 64);
self->health = 400;
self->gib_health = -175;
@@ -379,9 +368,9 @@ void SP_monster_gladiator (edict_t *self)
self->monsterinfo.idle = gladiator_idle;
self->monsterinfo.search = gladiator_search;
- gi.linkentity (self);
+ gi.linkentity(self);
self->monsterinfo.currentmove = &gladiator_move_stand;
self->monsterinfo.scale = MODEL_SCALE;
- walkmonster_start (self);
+ walkmonster_start(self);
}